PSA: I gave up on map hacks for Quake, then a deathmatch at a LAN center in Reno flipped my view
Three weeks ago I was ready to ditch map making because my custom Quake level kept crashing on load. A guy at a LAN center in Reno watched me test it and pointed out my func_door was missing a wait value, which was causing an overflow. I fixed that one line and the level ran smooth for a full 8-player deathmatch. Now I'm back to building three new maps and wondering why I ever thought the engine was the problem. Has anyone else had a tiny entity mistake tank a whole project?